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authorAndreaCatania <info@andreacatania.com>2017-08-01 14:30:58 +0200
committerAndreaCatania <info@andreacatania.com>2017-11-04 20:08:26 +0100
commited047261f06f814eeb88a1f6ee2dd8abd7a14034 (patch)
tree3addbdbfa8ca5068226a644a0dbbbee0ed691303 /thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
Diffstat (limited to 'thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp')
-rw-r--r--thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp207
1 files changed, 207 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp b/thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp
new file mode 100644
index 0000000000..0e17951405
--- /dev/null
+++ b/thirdparty/bullet/src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp
@@ -0,0 +1,207 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "btTriangleMeshShape.h"
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btQuaternion.h"
+#include "btStridingMeshInterface.h"
+#include "LinearMath/btAabbUtil2.h"
+#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
+
+
+btTriangleMeshShape::btTriangleMeshShape(btStridingMeshInterface* meshInterface)
+: btConcaveShape (), m_meshInterface(meshInterface)
+{
+ m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE;
+ if(meshInterface->hasPremadeAabb())
+ {
+ meshInterface->getPremadeAabb(&m_localAabbMin, &m_localAabbMax);
+ }
+ else
+ {
+ recalcLocalAabb();
+ }
+}
+
+
+btTriangleMeshShape::~btTriangleMeshShape()
+{
+
+}
+
+
+
+
+void btTriangleMeshShape::getAabb(const btTransform& trans,btVector3& aabbMin,btVector3& aabbMax) const
+{
+
+ btVector3 localHalfExtents = btScalar(0.5)*(m_localAabbMax-m_localAabbMin);
+ localHalfExtents += btVector3(getMargin(),getMargin(),getMargin());
+ btVector3 localCenter = btScalar(0.5)*(m_localAabbMax+m_localAabbMin);
+
+ btMatrix3x3 abs_b = trans.getBasis().absolute();
+
+ btVector3 center = trans(localCenter);
+
+ btVector3 extent = localHalfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
+ aabbMin = center - extent;
+ aabbMax = center + extent;
+}
+
+void btTriangleMeshShape::recalcLocalAabb()
+{
+ for (int i=0;i<3;i++)
+ {
+ btVector3 vec(btScalar(0.),btScalar(0.),btScalar(0.));
+ vec[i] = btScalar(1.);
+ btVector3 tmp = localGetSupportingVertex(vec);
+ m_localAabbMax[i] = tmp[i]+m_collisionMargin;
+ vec[i] = btScalar(-1.);
+ tmp = localGetSupportingVertex(vec);
+ m_localAabbMin[i] = tmp[i]-m_collisionMargin;
+ }
+}
+
+
+
+class SupportVertexCallback : public btTriangleCallback
+{
+
+ btVector3 m_supportVertexLocal;
+public:
+
+ btTransform m_worldTrans;
+ btScalar m_maxDot;
+ btVector3 m_supportVecLocal;
+
+ SupportVertexCallback(const btVector3& supportVecWorld,const btTransform& trans)
+ : m_supportVertexLocal(btScalar(0.),btScalar(0.),btScalar(0.)), m_worldTrans(trans) ,m_maxDot(btScalar(-BT_LARGE_FLOAT))
+
+ {
+ m_supportVecLocal = supportVecWorld * m_worldTrans.getBasis();
+ }
+
+ virtual void processTriangle( btVector3* triangle,int partId, int triangleIndex)
+ {
+ (void)partId;
+ (void)triangleIndex;
+ for (int i=0;i<3;i++)
+ {
+ btScalar dot = m_supportVecLocal.dot(triangle[i]);
+ if (dot > m_maxDot)
+ {
+ m_maxDot = dot;
+ m_supportVertexLocal = triangle[i];
+ }
+ }
+ }
+
+ btVector3 GetSupportVertexWorldSpace()
+ {
+ return m_worldTrans(m_supportVertexLocal);
+ }
+
+ btVector3 GetSupportVertexLocal()
+ {
+ return m_supportVertexLocal;
+ }
+
+};
+
+
+void btTriangleMeshShape::setLocalScaling(const btVector3& scaling)
+{
+ m_meshInterface->setScaling(scaling);
+ recalcLocalAabb();
+}
+
+const btVector3& btTriangleMeshShape::getLocalScaling() const
+{
+ return m_meshInterface->getScaling();
+}
+
+
+
+
+
+
+//#define DEBUG_TRIANGLE_MESH
+
+
+
+void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
+{
+ struct FilteredCallback : public btInternalTriangleIndexCallback
+ {
+ btTriangleCallback* m_callback;
+ btVector3 m_aabbMin;
+ btVector3 m_aabbMax;
+
+ FilteredCallback(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax)
+ :m_callback(callback),
+ m_aabbMin(aabbMin),
+ m_aabbMax(aabbMax)
+ {
+ }
+
+ virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex)
+ {
+ if (TestTriangleAgainstAabb2(&triangle[0],m_aabbMin,m_aabbMax))
+ {
+ //check aabb in triangle-space, before doing this
+ m_callback->processTriangle(triangle,partId,triangleIndex);
+ }
+
+ }
+
+ };
+
+ FilteredCallback filterCallback(callback,aabbMin,aabbMax);
+
+ m_meshInterface->InternalProcessAllTriangles(&filterCallback,aabbMin,aabbMax);
+}
+
+
+
+
+
+void btTriangleMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
+{
+ (void)mass;
+ //moving concave objects not supported
+ btAssert(0);
+ inertia.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
+}
+
+
+btVector3 btTriangleMeshShape::localGetSupportingVertex(const btVector3& vec) const
+{
+ btVector3 supportVertex;
+
+ btTransform ident;
+ ident.setIdentity();
+
+ SupportVertexCallback supportCallback(vec,ident);
+
+ btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT));
+
+ processAllTriangles(&supportCallback,-aabbMax,aabbMax);
+
+ supportVertex = supportCallback.GetSupportVertexLocal();
+
+ return supportVertex;
+}
+
+